Design & Modding Guides

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terminator
Field Marshal - Elefant
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Re: Design & Modding Guides

Post by terminator »

v9.1.4 CHANGELOG

• [EDITOR] Added ability to copy all triggers from another scenario into the current scenario
• [EDITOR] Added option to enable deferred replenishment of CP
• [EDITOR] Added tick box option for "Disable CP refunding"
• [EDITOR] Updated Check Last Kill trigger to include Disbands
• [EDITOR] Added "Core Units" filter widget to additional triggers
• [EDITOR] Fixed bug with Check Unit Count
• [EDITOR] Added "CP =" test for the unit that was reported by Check Last Kill


:arrow: Will there be an update to the Editor’s manual ?
terminator
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Re: Design & Modding Guides

Post by terminator »

What do these new features mean in the Editor(v9.1.4) ?

Editor(2).jpg
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GabeKnight
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Re: Design & Modding Guides

Post by GabeKnight »

terminator wrote: Wed Feb 16, 2022 4:20 am What do these new features mean in the Editor(v9.1.4) ?
From another thread:
Shards wrote: Fri Feb 04, 2022 3:29 pm So! The next patch (releasing next week) introduces a few things around this issue. From the patch notes:

[EDITOR] Updated Check Last Kill trigger to include Disbands
[EDITOR] Added option to enable deferred replenishment of CP
[EDITOR] Added tick box option for "Disable CP refunding

This means three things:

1. Scenarios can now be setup so that Disbands can be detected and points awarded accordingly. There are 3 new MP maps in the next patch and all three have this enabled. We'll go back and update the other tournament maps in the next update.

2. Scenario designers can enable an option to defer the replenishment of a Command Points (CP) until the start of the players next turn. This will be invisible in most situations, but it does mean that if you lose a unit in your own turn (either through a bad attack or through a disband) then you won't be able to immediately respend that CP to deploy new units. You'll have to wait until the start of your next turn. Two of the new maps use this feature. (n.b This does not apply to units that "exit" maps via trigger or an Exit hex).

3. There is another option in the editor that completely blocks the refunding of CP for units that are killed or disbanded. One of the new maps uses this feature. The idea here is to [a] make users a bit more precious of their units as it essentially turns Core units into non-core units in that when they're gone, they're gone. And gives scenario designers more lee-way to play with different ideas about how to feed units into a scenario. For example, in the new map in this patch, new units are delivered at regular intervals but as your CP isn't replenished, there is very much the opportunity to break through your opponents lines.
MikeAP
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Re: Design & Modding Guides

Post by MikeAP »

Is there a guide that describes the various tasks on the AI SETUP page...

Local Defense versus Static Defense, etc...?
Erik2
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Re: Design & Modding Guides

Post by Erik2 »

Static defense means the unit will not move unless forced to retreat. Neccessary for bunkers, MG nests and useful for garrison units that you want to stivk to an important objective/*location.

Local defense can be set to a hex radius. Useful for units scarreted around the map that you would simply like to stay in as restricted area.

This is somewhat similar to Defend Hex, but this tasks also allow you to select the specific positions that units should occupy. Useful when you have a number of units defending a single objective.
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